HungryForFood
Prince
Really? All this while I've been playing with this mod, I assumed the ocean movement is to simulate the dominance of navy in global affairs in the later eras.Supposed to be double movement on coast rather than ocean.. hmm
Really? All this while I've been playing with this mod, I assumed the ocean movement is to simulate the dominance of navy in global affairs in the later eras.Supposed to be double movement on coast rather than ocean.. hmm
I tried this promo in other circumstance before. In many case, it breaks balance.Supposed to be double movement on coast rather than ocean.. hmm.
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--Promotions, Terrain
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INSERT INTO UnitPromotions_Terrains (PromotionType, TerrainType, DoubleMove)
SELECT 'PROMOTION_FA_SEA_ACADEMY', 'TERRAIN_OCEAN', 1;
It doesn'tNational Air Force Academy only gives trained air units in that city evasion I.
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--Buildings
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INSERT INTO Buildings (Type, BuildingClass, PrereqTech, Cost, NumCityCostMod, TrainedFreePromotion, NukeImmune, NeverCapture, HurryCostModifier, IconAtlas, PortraitIndex, Description, Help, Strategy, Civilopedia, ArtDefineTag, MinAreaSize)
SELECT 'BUILDING_FA_AIR_ACADEMY', 'BUILDINGCLASS_FA_AIR_ACADEMY', 'TECH_FLIGHT', 125, 20, 'PROMOTION_EVASION', 1, 1, -1, 'FA_NW_ATLAS', 8, 'TXT_KEY_BUILDING_FA_AIR_ACADEMY', 'TXT_KEY_BUILDING_FA_AIR_ACADEMY_HELP', 'TXT_KEY_BUILDING_FA_AIR_ACADEMY_STRATEGY', 'TXT_KEY_BUILDING_FA_AIR_ACADEMY_PEDIA', 'ART_DEF_BUILDING_IRONWORKS', -1;
I think Air Academy should give something more interesting than Evasion I. Something like Quick Learner perhaps? Useful given that air units are this late.
Because it's Navy ! Before steam power, a powerful Ship of Line could be still on sea waiting for wind.navy is so much slower than land units
I suggest a random promo among few from existing onesNational Military Academy? Perhaps it ought to get something more interesting as well?
Not to the degree of being slower than land though, probably.Because it's Navy ! Before steam power, a powerful Ship of Line could be still on sea waiting for wind.
I suggest +25XP instead +15XP. No extra promo
Out of road, Mecanized infantry is 2 movNot to the degree of being slower than land though, probably.
Same method(just has an extra button to recall all governors)How does the City Governor compare to Auto-production cities? (is this a more efficient method?)
https://forums.civfanatics.com/resources/auto-production-cities.27467/
Does the modular city info stack do anything by itself?
https://forums.civfanatics.com/threads/sukritacts-modular-city-info-stack.539332/
simple asSimple request: Would it be possible to add an "option" file where each module can be removed individually?
It would make it easier for me when I'm making my modpack with "improved interface" but no other change.
Because one of them are based on the same source? What is missing in CBC that isn't seen in Bare Necessities?Hi Enginseer; thanks for your work! This mod conflicts with your Community Balance Compatibility mod. Is there any work around so both can be used?
I don't see the Building - Upgrade System Compatibility, Industrial Buildings Pack Compatibility, Brazilwood Camp Extension Compatibility, Moai Extension Compatibility, Polder Extension Compatibility, Kasbah Extension Compatibility, Terrace Farm Extension Compatibility, Chateau Extension Compatibility, Strategic Building Compatibility, Medieval and Renaissance Compatibility that were in CBC.Because one of them are based on the same source? What is missing in CBC that isn't seen in Bare Necessities?
[347870.906] no such table: Building_ScienceFromYield
INSERT INTO Building_ScienceFromYield (BuildingType, YieldType, Yield)
SELECT 'BUILDING_ATASH', 'YIELD_FAITH', 15;
The building_science from yield has been replaced with a building_yieldfromyield. G fixed a recursion error that was restricting yield conversions from all types to all types.